Spaces:
Runtime error
Runtime error
File size: 16,032 Bytes
644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 644fbbd 10e0fb7 0d2ef55 10e0fb7 0d2ef55 10e0fb7 644fbbd 10e0fb7 0d2ef55 644fbbd 0d2ef55 10e0fb7 644fbbd 0d2ef55 10e0fb7 644fbbd |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 |
# app.py
import gradio as gr
import json
import os
from pathlib import Path
import shutil
def create_game_html(model_path):
html_template = f"""
<!DOCTYPE html>
<html>
<head>
<title>Advanced 3D Open World Game</title>
<style>
body {{ margin: 0; }}
canvas {{ display: block; }}
#info {{
position: absolute;
top: 10px;
left: 10px;
background: rgba(0,0,0,0.7);
color: white;
padding: 10px;
border-radius: 5px;
font-family: Arial, sans-serif;
}}
#weather-controls {{
position: absolute;
top: 10px;
right: 10px;
background: rgba(0,0,0,0.7);
color: white;
padding: 10px;
border-radius: 5px;
}}
</style>
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{{
"imports": {{
"three": "https://unpkg.com/three@0.149.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.149.0/examples/jsm/"
}}
}}
</script>
</head>
<body>
<div id="info">
Controls:<br>
W/S/A/D - Move<br>
SPACE - Jump<br>
Mouse - Look Around<br>
HP: <span id="hp">100</span>
</div>
<div id="weather-controls">
Weather:
<select id="weather-select" onchange="changeWeather(this.value)">
<option value="clear">Clear</option>
<option value="rain">Rain</option>
<option value="fog">Fog</option>
</select>
</div>
<script type="module">
import * as THREE from 'three';
import {{ GLTFLoader }} from 'three/addons/loaders/GLTFLoader.js';
import {{ PointerLockControls }} from 'three/addons/controls/PointerLockControls.js';
// ๊ธฐ๋ณธ ์ค์
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({{ antialias: true }});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);
// ๋ฌผ๋ฆฌ ์์คํ
๋ณ์
const gravity = -0.5;
let velocity = new THREE.Vector3();
let isJumping = false;
let canJump = true;
let playerHeight = 2;
// ์บ๋ฆญํฐ ์ํ
let hp = 100;
const hpElement = document.getElementById('hp');
// ํฌ์ธํฐ ๋ฝ ์ปจํธ๋กค
const controls = new PointerLockControls(camera, document.body);
// ํค๋ณด๋ ์
๋ ฅ ์ฒ๋ฆฌ
const moveState = {{
forward: false,
backward: false,
left: false,
right: false,
jump: false
}};
document.addEventListener('keydown', (event) => {{
switch (event.code) {{
case 'KeyW': moveState.forward = true; break;
case 'KeyS': moveState.backward = true; break;
case 'KeyA': moveState.left = true; break;
case 'KeyD': moveState.right = true; break;
case 'Space':
if (canJump) {{
moveState.jump = true;
velocity.y = 10;
isJumping = true;
canJump = false;
}}
break;
}}
}});
document.addEventListener('keyup', (event) => {{
switch (event.code) {{
case 'KeyW': moveState.forward = false; break;
case 'KeyS': moveState.backward = false; break;
case 'KeyA': moveState.left = false; break;
case 'KeyD': moveState.right = false; break;
case 'Space': moveState.jump = false; break;
}}
}});
// ํด๋ฆญ์ผ๋ก ๊ฒ์ ์์
document.addEventListener('click', () => {{
controls.lock();
}});
// ๋ ์จ ์์คํ
let raindrops = [];
const rainCount = 1000;
const rainGeometry = new THREE.BufferGeometry();
const rainMaterial = new THREE.PointsMaterial({{
color: 0xaaaaaa,
size: 0.1,
transparent: true
}});
function createRain() {{
const positions = new Float32Array(rainCount * 3);
for (let i = 0; i < rainCount * 3; i += 3) {{
positions[i] = (Math.random() - 0.5) * 1000;
positions[i + 1] = Math.random() * 500;
positions[i + 2] = (Math.random() - 0.5) * 1000;
}}
rainGeometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
const rain = new THREE.Points(rainGeometry, rainMaterial);
scene.add(rain);
return rain;
}}
let rain = createRain();
rain.visible = false;
// ์๊ฐ ์ค์
scene.fog = new THREE.Fog(0xcce0ff, 1, 1000);
scene.fog.near = 1;
scene.fog.far = 1000;
// ๋ ์จ ๋ณ๊ฒฝ ํจ์
window.changeWeather = function(weather) {{
switch(weather) {{
case 'clear':
rain.visible = false;
scene.fog.near = 1;
scene.fog.far = 1000;
break;
case 'rain':
rain.visible = true;
scene.fog.near = 1;
scene.fog.far = 100;
break;
case 'fog':
rain.visible = false;
scene.fog.near = 1;
scene.fog.far = 50;
break;
}}
}};
// NPC ์์คํ
class NPC {{
constructor(position) {{
const geometry = new THREE.CapsuleGeometry(1, 2, 4, 8);
const material = new THREE.MeshPhongMaterial({{ color: 0xff0000 }});
this.mesh = new THREE.Mesh(geometry, material);
this.mesh.position.copy(position);
this.mesh.castShadow = true;
this.velocity = new THREE.Vector3();
this.direction = new THREE.Vector3();
scene.add(this.mesh);
}}
update(playerPosition) {{
// ํ๋ ์ด์ด ๋ฐฉํฅ์ผ๋ก ์ด๋
this.direction.subVectors(playerPosition, this.mesh.position);
this.direction.normalize();
this.velocity.add(this.direction.multiplyScalar(0.1));
this.velocity.multiplyScalar(0.95); // ๊ฐ์
this.mesh.position.add(this.velocity);
// ํ๋ ์ด์ด์์ ์ถฉ๋ ๊ฒ์ฌ
const distance = this.mesh.position.distanceTo(playerPosition);
if (distance < 2) {{
hp -= 1;
hpElement.textContent = hp;
if (hp <= 0) {{
alert('Game Over!');
location.reload();
}}
}}
}}
}}
// NPC ์์ฑ
const npcs = [];
for (let i = 0; i < 5; i++) {{
const position = new THREE.Vector3(
(Math.random() - 0.5) * 100,
2,
(Math.random() - 0.5) * 100
);
npcs.push(new NPC(position));
}}
// ์งํ ์์ฑ
const terrainGeometry = new THREE.PlaneGeometry(1000, 1000, 100, 100);
const terrainMaterial = new THREE.MeshStandardMaterial({{
color: 0x3a8c3a,
wireframe: false
}});
const terrain = new THREE.Mesh(terrainGeometry, terrainMaterial);
terrain.rotation.x = -Math.PI / 2;
terrain.receiveShadow = true;
scene.add(terrain);
// ์งํ ๋๋ฎ์ด ์ค์
const vertices = terrainGeometry.attributes.position.array;
for (let i = 0; i < vertices.length; i += 3) {{
vertices[i + 2] = Math.random() * 10;
}}
terrainGeometry.attributes.position.needsUpdate = true;
terrainGeometry.computeVertexNormals();
// ์กฐ๋ช
์ค์
const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
directionalLight.position.set(100, 100, 100);
directionalLight.castShadow = true;
scene.add(directionalLight);
// ๋ฐฐ๊ฒฝ ํ๋ ์ค์
const skyGeometry = new THREE.SphereGeometry(500, 32, 32);
const skyMaterial = new THREE.MeshBasicMaterial({{
color: 0x87ceeb,
side: THREE.BackSide
}});
const sky = new THREE.Mesh(skyGeometry, skyMaterial);
scene.add(sky);
// ๋๋ฌด์ ๋ฐ์ ์ถ๊ฐ
function addEnvironmentObject(geometry, material, count, yOffset) {{
for (let i = 0; i < count; i++) {{
const mesh = new THREE.Mesh(geometry, material);
const x = (Math.random() - 0.5) * 900;
const z = (Math.random() - 0.5) * 900;
const y = yOffset;
mesh.position.set(x, y, z);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
}}
}}
// ๋๋ฌด ์์ฑ
const treeGeometry = new THREE.ConeGeometry(2, 8, 8);
const treeMaterial = new THREE.MeshStandardMaterial({{ color: 0x0d5c0d }});
addEnvironmentObject(treeGeometry, treeMaterial, 100, 4);
// ๋ฐ์ ์์ฑ
const rockGeometry = new THREE.DodecahedronGeometry(2);
const rockMaterial = new THREE.MeshStandardMaterial({{ color: 0x666666 }});
addEnvironmentObject(rockGeometry, rockMaterial, 50, 1);
// ์บ๋ฆญํฐ ๋ชจ๋ธ ๋ก๋
let character;
const loader = new GLTFLoader();
loader.load('{model_path}', (gltf) => {{
character = gltf.scene;
character.scale.set(0.5, 0.5, 0.5);
character.position.y = 2;
character.castShadow = true;
character.receiveShadow = true;
scene.add(character);
// ์บ๋ฆญํฐ ๊ทธ๋ฆผ์ ์ค์
character.traverse((node) => {{
if (node.isMesh) {{
node.castShadow = true;
node.receiveShadow = true;
}}
}});
}});
// ์นด๋ฉ๋ผ ์ด๊ธฐ ์์น ์ค์
camera.position.set(0, playerHeight, 0);
// ์ ๋๋ฉ์ด์
๋ฃจํ
function animate() {{
requestAnimationFrame(animate);
if (controls.isLocked) {{
// ์ด๋ ์ฒ๋ฆฌ
const direction = new THREE.Vector3();
const rotation = camera.getWorldDirection(new THREE.Vector3());
if (moveState.forward) direction.add(rotation);
if (moveState.backward) direction.sub(rotation);
if (moveState.left) direction.cross(camera.up).negate();
if (moveState.right) direction.cross(camera.up);
direction.y = 0;
direction.normalize();
// ๋ฌผ๋ฆฌ ์์คํ
์ ์ฉ
velocity.y += gravity;
camera.position.y += velocity.y * 0.1;
// ๋ฐ๋ฅ ์ถฉ๋ ๊ฒ์ฌ
if (camera.position.y <= playerHeight) {{
camera.position.y = playerHeight;
velocity.y = 0;
isJumping = false;
canJump = true;
}}
// ์ด๋ ์๋ ์ ์ฉ
const moveSpeed = 0.5;
controls.moveRight(-direction.z * moveSpeed);
controls.moveForward(direction.x * moveSpeed);
// ์บ๋ฆญํฐ ๋ชจ๋ธ ์
๋ฐ์ดํธ
if (character) {{
character.position.copy(camera.position);
character.position.y -= playerHeight;
if (direction.length() > 0) {{
const angle = Math.atan2(direction.x, direction.z);
character.rotation.y = angle;
}}
}}
// ๋น ์
๋ฐ์ดํธ
if (rain.visible) {{
const positions = rain.geometry.attributes.position.array;
for (let i = 1; i < positions.length; i += 3) {{
positions[i] -= 2;
if (positions[i] < 0) {{
positions[i] = 500;
}}
}}
rain.geometry.attributes.position.needsUpdate = true;
}}
// NPC ์
๋ฐ์ดํธ
npcs.forEach(npc => npc.update(camera.position));
}}
renderer.render(scene, camera);
}}
animate();
// ์๋์ฐ ๋ฆฌ์ฌ์ด์ฆ ์ฒ๋ฆฌ
window.addEventListener('resize', () => {{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}});
</script>
</body>
</html>
"""
return html_template
def process_upload(glb_file):
if glb_file is None:
return None
# ์
๋ก๋๋ ํ์ผ ์ฒ๋ฆฌ
upload_dir = "uploads"
os.makedirs(upload_dir, exist_ok=True)
file_path = Path(glb_file)
dest_path = Path(upload_dir) / file_path.name
shutil.copy(file_path, dest_path)
# ๊ฒ์ HTML ์์ฑ
game_html = create_game_html(str(dest_path))
# HTML ํ์ผ ์ ์ฅ
game_path = Path("game.html")
with open(game_path, "w", encoding="utf-8") as f:
f.write(game_html)
return str(game_path)
# Gradio ์ธํฐํ์ด์ค ์ค์
iface = gr.Interface(
fn=process_upload,
inputs=[
gr.File(
label="Upload Character Model (GLB)",
type="filepath",
file_types=[".glb"]
)
],
outputs=gr.HTML(label="3D Open World Game"),
title="Advanced 3D Open World Game Generator",
description="Upload your character model (GLB) to create a 3D open world game with advanced features!",
cache_examples=False
)
if __name__ == "__main__":
iface.launch() |